
Kobold Catgirl |

I remember asking about this on the Q&A thread. I'm hoping that, by OE, we'll have lots and lots and lots. Probably only a few at EE, though—each weapon needs its own animation.
Weapons are a great source of flavor. Standard boring knight? Have him fight with a spiked shield. Suddenly, he's a bit more unique.
My character will be wielding a scythe as soon as possible. :)

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Currently working are several attacks from longbow, one-handed sword (e.g., longsword), one-handed blunt (e.g., mace, club), one-handed fencing (e.g., rapier, short sword), shield, two-handed sword, wand, staff, and (divine) focus.
I believe art is very soon going to have the animations and models so we can turn on attacks for one-handed axe (e.g., battleaxe), piercing polearm (e.g., spear), light knife (e.g., dagger), shortbow, and two-handed blunt (e.g., greatclub).
Once all the desired MVP attacks for those are done, we'll start thinking about additional weapons from tabletop. I have base stats determined for pretty much everything from the CRB weapons list, but no specific attacks planned yet. The decision will probably be a mix of crowdforging and things like divine favored weapons that we need for lore reasons.

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Jiminy wrote:Ooo, good question. Will it be possible to dual-wield battleaxes?Awesome!
Has or is dual wielding one-handed weapons scheduled for EE? Pretty much a mainstay for Rangers and Rogues.
Well, I was more looking at the traditional light weapon combination (dagger x2, short sword x2 or sword and dagger), but hey, whatever floats your boat!

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Shield can be offhanded but not mainhanded. Light Knife, One-Handed Blunt, and One-Handed Fencing can be offhanded or mainhanded. Basically, anything we have that's light enough to be offhandable at the minimum penalty in tabletop is what can go offhand.
Getting dual wield animations set up for lots of different combos takes lots of animation time, though, so I've promised the artists we'll keep the offhand options small and grow them slowly ;) .
With the core weapon lists, that means there's like twenty combos (axe, sword, fencing, knife, and blunt + fencing, knife, blunt, and shield). Doubled-up combos are possible but don't really do much with two identical weapons that you couldn't do with an empty offhand, though if you have different material types or enchants on them, there could be a benefit (e.g., a flaming cold iron short sword mainhand and shocking silver short sword offhand).

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Basically, anything we have that's light enough to be offhandable at the minimum penalty in tabletop is what can go offhand.
I do hope this is able to be changed at some point and let characters that want to invest in dual wielding both 1-handed weapons be allowed to even at the cost of a worse penalty.

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Probably only a few at EE, though—each weapon needs its own animation.
Sadly I know the truth of this all too well...
Currently working are several attacks from longbow, one-handed sword (e.g., longsword), one-handed blunt (e.g., mace, club), one-handed fencing (e.g., rapier, short sword), shield, two-handed sword, wand, staff, and (divine) focus.
I believe art is very soon going to have the animations and models so we can turn on attacks for one-handed axe (e.g., battleaxe), piercing polearm (e.g., spear), light knife (e.g., dagger), shortbow, and two-handed blunt (e.g., greatclub).
Out of curiosity does GW plan on releasing content like this on the Unity Asset Store. Wouldn't help me in my current project but could see this being a great asset to the Unity community in addition to some extra money GW could get!

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Yeah, in general the more moving parts it has, particularly moving parts that have to look right in relation to other moving parts, the harder it is. Whips are nothing but moving parts :) .
NET THink of parts comparable to arrays of whips!
goes well with T7V Jazzlvraz's trident

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Shield can be offhanded but not mainhanded. Light Knife, One-Handed Blunt, and One-Handed Fencing can be offhanded or mainhanded. Basically, anything we have that's light enough to be offhandable at the minimum penalty in tabletop is what can go offhand.
Getting dual wield animations set up for lots of different combos takes lots of animation time, though, so I've promised the artists we'll keep the offhand options small and grow them slowly ;) .
With the core weapon lists, that means there's like twenty combos (axe, sword, fencing, knife, and blunt + fencing, knife, blunt, and shield). Doubled-up combos are possible but don't really do much with two identical weapons that you couldn't do with an empty offhand, though if you have different material types or enchants on them, there could be a benefit (e.g., a flaming cold iron short sword mainhand and shocking silver short sword offhand).
Can we have dual-shield options please? Not main-hand shield and off-hand weapon, but shield and shield?
Also, to get the animators to accept, suggest that they might spend their time making left-handed models, "if it isn't too much trouble"

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Yeah, in general the more moving parts it has, particularly moving parts that have to look right in relation to other moving parts, the harder it is. Whips are nothing but moving parts :) .
You guys are looking forward to implementing spiked chains then right? I mean that's what I think you said.

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Gotta ask:
How does wielding something in your offhand work mechanically? In terms of the UI?
The last publicly shown UI allows 2 weapons and 2 implements, but I thought it was only 1 at a time of each. Or more specifically up to 6 slotted weapon attacks on the bar at a time. So if I had to guess dual wielding would ultimately mean that you're having some combination of attacks on one weapon bar that are from the two weapons being held. But that's just a guess.
As for mechanically, in TT you get penalties to attack with off-hand (depending on feats) and your damage scales poorly. So is it fair to assume that the off-hand weapon gets a penalty to attack? For damage, is the offhand accessing fewer keywords or using a reduced damage factor?

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1-3 are attacks for your primary weapon and 4-6 are attacks with your secondary weapon when you're dual wielding. That is, you can setup with one and capitalize with the other. It essentially gets you different combos than you'd have with all attacks slotted from the same weapon.
Kind of like what GuildWars2 does. Which makes me sad that dual wielding the same weapon type won't add different options or is even possible with many 1-handed weapons.

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1-3 are attacks for your primary weapon and 4-6 are attacks with your secondary weapon when you're dual wielding. That is, you can setup with one and capitalize with the other. It essentially gets you different combos than you'd have with all attacks slotted from the same weapon.
Nice and simple to remember. Time to dig out old calculations on the sample combos we've seen ...